notalkingplz's Forum Posts

  • How many sprites?

    Is it for pc or mobile?

    the number of sprites depends on how well the player plays. i've seen over 25 moving sprites with collision checks at one time and i don't know if that's a lot but i've noticed frame rate drops.

    mostly for pc/facebook but potentially for mobile as well

  • scirra.com/manual/34/best-practices

    i've already read both of those, i was wondering if there are any tips for games that specifcially have a lot of moving sprites that are spawned

  • what are some performance tips for a game that involves having lots of moving sprites on the screen at a time?

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  • Need to see a capx or at least the events you are using.

    the only event for that layout is when the text is clicked, it changes to another layout. The size of the text object is fine, it's the text itself that is small.

  • original text size

    [attachment=1:34zlrodm][/attachment:34zlrodm]

    when i run the game

    [attachment=0:34zlrodm][/attachment:34zlrodm]

  • if you mean less actions and conditions for efficiency i have another idea.

    Forget about the instance variables. Just turn off red dots collision on default and turn their collision on after 4 seconds. U need to remove your "overlapping" conditions in this case. I still dont understand why do u need "overlapping" anyway. Collision also means objects has been overlapped already.

    I think it would be better couse less actions/conditions means more efficient game running.

    However im not an expert on C2 performance issues. So i dont know it very well if it is better to playing with collision instead of using instance variables. But less coding for sure.

    But in normal cases one of the most performance killer ting is checking collisions on each update tick on games. if there are alot of items to check collisions ur game has lesser performance. With this style ur sprites at lest will not have any collision checking for 4 seconds lol

    there was one time while testing the game, the red dot and blue dot overlapped but nothing happened, that's why i put overlapping in it. i tested it again and it works fine now so i removed it. thanks for all the help and tips!

  • give red dot an instance variable like vulnarable=false

    after you spawn that object put wait 4 seconds action and after that set that variable to true.

    only do actions if its variable is true

    use the one below if your game glitches, dont remember the object and make all of the red dots instance variable's true

    give red dot an instance variable like 4.

    every 1 second of game time pick all red dots and reduce their instance varibale by 1 if its not already 0

    do actions with red dots only if their instance variable is equal to 0

    however you will see from the attached file (just draw something and wait) it perfectly remembers the last created object

    so this is what i've done. do you reckon it's efficient? is there any way i can change it to make it more efficient?

    [attachment=0:hs2w8do8][/attachment:hs2w8do8]

  • Wait 4 seconds. It's in the System object.

    ...That's what you meant, right?

    yeah but how would you utilize that in my situation?

  • the title is a bit broad. so basically what i want to do is make it so that whenever a red dot is created, the events (the ones in the picture) don't come into play til 4 seconds later. this can be easily done with groups but the problem is that i only want it to happen to newly spawned red dots

    [attachment=1:13nln60r][/attachment:13nln60r]

  • Use the .

    thanks =] played around with it and found a way to make it work for my situation

  • how do i make it so that whenever the red dot is spawned, it moves left to right and whenever the light blue dot is spawned, it moves up and down? they both spawn in a random area within green border

  • I recommend using a dedicated "parking lot" layout for most of those objects, but there might be some instances in which you want to park them off to the side of the main game layout. For example, if you're spawning a lengthy or large explosion animation on enemy death or whatever, when that animation is spawned for the first time it needs to be loaded into memory, this can cause some nasty lag that's especially noticeable if your game is fast-paced like a platformer or shoot-'em-up.

    If you put that animation off to the side of your game layout, it's loaded into memory immediately when the layout starts, which still causes the same amount of lag, but it'll be far less noticeable as it's not happening in the thick of the action. Some designers like to cover up this initial lag with a fake loading screen, popup text/dialogue/tutorial or something that fits the narrative of your game.

    thanks for the tip! i appreciate it

  • Just a heads up for informatino.

    Random generates a float number between X and Y. This includes x.x and y.y. The number always creates a decimal value. So

    Random 1,2

    1.000000 to 1.9999999

    What nimos does is generate a float value of 0.0 to 1.9, then adds + 1 for a solid 1.0 to 2.9.. then uses the int to truncate the decimal value off.

    thanks for the extra info. learnt something new

  • for me to create an object that isn't already in the game, i need to have an instance of it somewhere in the game. should i create a new layout and put all the 'to be created' objects in it or should i put it in the same layout as the game but hide it outside the border? which way is more efficient?

  • Not sure I understand you correct. But a variable can only have one value at the time. But if what you mean is that you want this to be either 1 or 2. Then you have to use int(random(2)+1) or you can do choose(1,2) I think, I normally use the first one, due to old habit.

    both work quite well thanks =]